stage_init=stage.New('init',true,true)
function stage_init:init()
	menu_items={}
	for i,v in ipairs(player_list) do
		table.insert(menu_items,{player_list[i][1],function()
			menu.FlyOut(menu_player_select,'left')
			lstg.var.player_name=player_list[i][2]
			task.New(stage_init,function()
				task.Wait(30)
				New(mask_fader,'close')
				task.Wait(30)
				stage.group.PracticeStart('SC Debugger@SC Debugger')
			end)
		end})
	end
	menu_player_select=New(simple_menu,'Select Player',menu_items)
	New(mask_fader,'open')
	menu.FlyIn(menu_player_select,'right')
end
function stage_init:render()
	ui.DrawMenuBG()
end
stage.group.New('menu',{},"SC Debugger",{lifeleft=7,power=500,faith=50000},true)
stage.group.AddStage('SC Debugger','SC Debugger@SC Debugger',{lifeleft=7,power=500,faith=50000},true)
stage.group.DefStageFunc('SC Debugger@SC Debugger','init',function(self)
    _init_item(self)
    New(mask_fader,'open')
    New(_G[lstg.var.player_name])
    task.New(self,function()
        do
            LoadMusic('spellcard',music_list.spellcard[1],music_list.spellcard[2],music_list.spellcard[3])
            New(temple_background)
        end
        task._Wait(60)
        _play_music("spellcard")
        local _boss_wait=true local _ref=New(_editor_class[_boss_class_name]) last=_ref
        if _boss_wait then while IsValid(_ref) do task.Wait() end end
        task._Wait(180)
    end)
    task.New(self,function()
		while coroutine.status(self.task[1])~='dead' do task.Wait() end
		New(mask_fader,'close')
		_stop_music()
		task.Wait(30)
		stage.group.FinishStage()
	end)
end)